To be impactful, it needs strong healing. Don’t mind chain beams being removed as well, if that’s what it takes to bring healing up to date with damage.
There is way to do that, but it requires creating whole new game mechanic.
75 is 50% stronger than base Mercy. I don’t think anything above 90 is fair.
That is assuming Chain Beams remains. I think it’s an easier adjustment to just balanced the duration/impact than to complete remove chain beams then rebalance.
I wouldn’t concentrate too much on the numbers or the specifics. Something like this just needs to be done. Simple 60 hps for all is just plain boring.
If it were up to me I would rework Valk from the ground up, but I’m trying to remain with the simpliest possible idea that would involve the least amount of work.
I’m going off the assumption that simple balance changes is all we will ever going to get.
Agreed, removing Valkryie would be a like a dream come true, I could discover join again, but its unrealistic compared to some simple number changes they could do to at least remove the simplicity of Valkryie, and it shouldn’t be too hard to do those.
I do not know who the “we” is in the statement quoted above, but I personally do not not believe any one forum member can speak for all readers of posts in a public forum
Doubling down on the survivability thing, since its so much easier to live, and we can’t do too much, many people opt to just ignore you. Which in turn means one cares even less about having to try and survive.
It is actually not as difficult as you might think.
I’ve taken a stab at doing just that with the workshop. I was able to make a system that allowed Mercy to have extra single target healing via GA. I was also able to increase the healing on her primary beam. I wasn’t able to nerf her chain beams, but for a dev with much more direct access, that would be simple.
@Robotwizard indicated he was able to adjust both main and chains (ie make BigMainLittleChains ) within a day or so of the release of the Workshop, as best I can recall
I meant unique way to put “team” into “teamwork”, by temporary turning whole group of teammates into one “player”, where your healing and incoming damage vary, depending on health pools of heroes.
Best thing is that it would work with damage boost beams too, allowing to amplify second healer’s healing. So, for example, while second healer heals tank and Mercy keeps damage boost active, rest of the team also gains healing, depending from their condition: higher health pools take bigger cut from HPS applied by healer. Even if that second healer naturally unable to use AoE healing, in combo with Mercy any healer can.